Rachel
First Post
Hi guys!
Something that I should have done for my Diabolist class that I posted
(http://www.enworld.org/forum/4e-fan...72002-diabolist-glyph-rune-circle-arcane.html) is provide some basic theory on how the class came to be, and why. So I'm going to do that here in a short paragraph for the ELEMANCER.
The Elemancer is a pseudo-template for the wizard class, wherein you choose to follow a particular path and gain some unique features/powers for doing so. It's a class that basically allows the player to "specialize" in a certain style of arcane magic modeled after 3rd edition spell "schools" or "spheres".
One thing about the class is many of the spell choices are made for you, conforming to your chosen Spell Sphere. Now, for some ppl this simply will flat-out not fly. In truth, you could actually just be a wizard and try to stick to one "element" and still have the chance to deviate when you like. But the Elemancer rewards you for sticking to the path. So, if you think it would be fun to really specialize in your spellcasting, this is a way to do it and actually get advantages for doing it. Also, you'll note utility powers are *always* choose whatever you like.
Any and all of this class is totally up for debate/suggestions. I realize it deviates alot from established 4th edition concepts, but I am the sort of person who wants to have fun and explore new ideas and really "push the boundaries". But Ill hush now and let you check it out for yourself!
ELEMANCER
Class Traits
---------------
Role: Controller. You exert control by hindering and harming foes with powerful elemental magics that threaten entire areas.
Power Source: Arcane. You channel arcane energy through an amazing combination of intense study and innate natural talent.
Key Abilities: Intelligence, Wisdom, Dexterity
Armor Proficiencies.: Cloth
Weapon Proficiencies: Dagger, quarterstaff
Implements: Orbs, staffs, wands
Bonus to Defense: +2 Will
Hit Points at lst Level: 10 + Constituiton score
Hit Points gained per Level: 4
Healing Surges per day: 6 + Constituiton score
Trained Skills: Arcana. From the class skills list below, choose three more trained skills at 1st level.
Class Skills: Arcana (Int), Diplomacy (Cha), Dungeoneering (Wis), History (Int), Insight (Int), Nature (Int), Religion (Int)
Class Features: Spell Sphere, Master Spell Assault, Ritual Casting, Cantrips
Creating an Elemancer
Intelligence and Wisdom are the most important ability scores for an elemancer. Dexterity is a good second or third choice.
You gain spells as offered by your chosen Spell Sphere at each experience level. Sometimes you will be able to select a spell
(all utility spells) but all other times you must take what is listed.
Elemancer Class Features-----------------------
Elemancers have the following class features.
Spell Sphere
As an elemancer, you gain power from timeless sources of the Elemental Chaos that you have labored to harness and wield.
Choose the Hydromancer, Necromancer, Neuromancer, or Pyromancer sphere. The choice you make grants you two specific
class features.
Hydromancer
Hydromancers numb their enemies with bone-chilling cold or sometimes with strikes of crashing thunder.
Spheric Lore
You know watery creatures and icy creatures so well you have a +3 Power Bonus to any Lore check made concerning them.
Opposing Element
Creatures of a fiery nature are at a disadvantage against your sphere, based on their level of resistance to fire. Anytime you damage them with a power that has Cold as a keyword, you add target's current Fire Resistance as bonus damage.
Necromancer
Necromancers despoil the bodies and minds of their foes using villianous necrotic magics and deadly poisons.
Spheric Lore
You know undead creatures so well you have a +3 Power Bonus to any Lore check made concerning them.
Shadow of Undeath
Creatures of Good alignment are at a disadvantage against your sphere, based on their (xp) Level. Anytime you damage them with a power that has Necrotic as a keyword, you add half the target's (xp) Level as bonus damage.
Neuromancer
Neuromancers shatter the minds of their foes with piercing psychic or force attacks and befuddling illusions.
Spheric Lore
You know psionic creatures so well you have a +3 Power Bonus to any Lore check made concerning them.
Mind Melter
Creatures of reasonable intelleigence (8+) are at a disadvantage against your sphere, based on their Intelligence score. Anytime you damage them with a power that has Psychic as a keyword, you add half the target's Intelligence score as bonus damage.
Pyromancer
Pyromancers incinerate their foes by all manner of devouring flame and sometimes by acid or frost.
Spheric Lore
You know fiery creatures so well you have a +3 Power Bonus to any Lore check made concerning them.
Vulnerable Nature
Creatures of a plant nature are at a disadvantage against your sphere, based on their (xp) Level. Anytime you damage them with a power that has Fire as a keyword, you add half the target's (xp) Level as bonus damage.
Master Spell Assault
Encounter: When making an attack that includes the keyword Cold (hydromancer), Necrotic (necromancer), Psychic (Neuromancer), or Fire (pyromancer), you may make that attack with a +5 Power Bonus to the attack roll. Also, if said attack would normally provoke an Opportunity Attack, it does not.
Ritual Casting
You gain the Ritual Caster feat.
Ritual Book: Your book contains two 1st-level rituals of your choice that you have mastered. At 5th level, and again at
11th, 15th, 21st, and 25th level, you master two more rituals of your choice and add them to your ritual book.
Any ritual you add must be your level or lower.
Cantrips
As wizard class.
Elemancer Powers
Your arcane powers are called spells, and in the minds of most people in the world, they define what magic is.
Level 1 At-Will Spells
---------------------------
Hydromancer spells: Magic Missile, Ray of Frost
Necromancer spells: Magic Missile, Cloud of Daggers
Neuromancer spells: Magic Missile, Thunderwave
Pyromancer spells: Magic Missile, Scorching Burst
Level 1 Encounter Spells
------------------------------
Hydromancer spells: Chill Strike (or) Icy Terrain
Necromancer spells: Ray of Enfeeblement
Neuromancer spells: Force Orb
Pyromancer spells: Burning Hands
Level 1 Daily Spells
------------------------
Hydromancer spells: Freezing Cloud
Necromancer spells: Acid Arrow
Neuromancer spells: Sleep
Pyromancer spells: Flaming Sphere
Level 2 Utility Spells
----------------------------
Any 1
Level 3 Encounter Spells
------------------------------
Hydromancer spells: Icy Rays
Necromancer spells: Color Spray
Neuromancer spells: Shock Sphere
Pyromancer spells: Fire Shroud
Level 5 Daily Spells
------------------------
Hydromancer spells: Bigby's Icy Grasp
Necromancer spells: Stinking Cloud
Neuromancer spells: Web
Pyromancer spells: Fireball
Level 6 Utility Spells
----------------------------
Any 1
Level 7 Encounter Spells
------------------------------
Hydromancer spells: Winter's Wrath (or) Lightning Bolt
Necromancer spells: Spectral Ram
Neuromancer spells: Spectral Ram
Pyromancer spells: Fire Burst
Level 9 Daily Spells
------------------------
Hydromancer spells: Ice Storm
Necromancer spells: Lightning Serpent
Neuromancer spells: Mordenkainen's Sword
Pyromancer spells: Wall of Fire
Level 10 Utility Spells
---------------------------
Any 1
Level 13 Encounter Spells
-------------------------------
Hydromancer spells: Frostburn (or) Thunderlance
Necromancer spells: Prismatic Burst (or) Mesmeric Hold
Neuromancer spells: Mesmeric Hold
Pyromancer spells: Frostburn
Level 15 Daily Spells
--------------------------
Hydromancer spells: Blast of Cold (or) Wall of Ice
Necromancer spells: Prismatic Beams (or) Bigby's Grasping Hands
Neuromancer spells: Bigby's Grasping Hands (or) Otiluke's Resilient Sphere
Pyromancer spells: Prismatic Beams (or) Otiluke's Resilient Sphere
Level 17 Encounter Spells
-------------------------------
Hydromancer spells: Ice Tomb
Necromancer spells: Crushing Titan's Fist
Neuromancer spells: Force Volley
Pyromancer spells: Combust
PARAGON PATHS
Tempest (Hydromancer)
A Tempest can call forth the piercing winds of icy winter and summon the mighty storm, loosing water and lightning.
Dreadskull (Necromancer)
The feared Dreadskull knows even divine magic, which it twists to complement it's own poisonous and evil assaults.
Dominus (Neuromancer)
A Dominus does as it's namesake, dominating others in both will and in physical form using deadly mental attacks.
Flamelord (Pyromancer)
The Flamelord can unleash a conflagration the likes of which few have ever seen, and even fewer may live to tell of.
Again, ideas (especially on the mechanics of the 4 unique Spell Sphere powers) very much appreciated. Also, I have decided to do custom classes for anyone who would like. Just message me your class ideas and I'll see if I can whip up something. Cyas next post!
Something that I should have done for my Diabolist class that I posted
(http://www.enworld.org/forum/4e-fan...72002-diabolist-glyph-rune-circle-arcane.html) is provide some basic theory on how the class came to be, and why. So I'm going to do that here in a short paragraph for the ELEMANCER.
The Elemancer is a pseudo-template for the wizard class, wherein you choose to follow a particular path and gain some unique features/powers for doing so. It's a class that basically allows the player to "specialize" in a certain style of arcane magic modeled after 3rd edition spell "schools" or "spheres".
One thing about the class is many of the spell choices are made for you, conforming to your chosen Spell Sphere. Now, for some ppl this simply will flat-out not fly. In truth, you could actually just be a wizard and try to stick to one "element" and still have the chance to deviate when you like. But the Elemancer rewards you for sticking to the path. So, if you think it would be fun to really specialize in your spellcasting, this is a way to do it and actually get advantages for doing it. Also, you'll note utility powers are *always* choose whatever you like.
Any and all of this class is totally up for debate/suggestions. I realize it deviates alot from established 4th edition concepts, but I am the sort of person who wants to have fun and explore new ideas and really "push the boundaries". But Ill hush now and let you check it out for yourself!
ELEMANCER
Class Traits
---------------
Role: Controller. You exert control by hindering and harming foes with powerful elemental magics that threaten entire areas.
Power Source: Arcane. You channel arcane energy through an amazing combination of intense study and innate natural talent.
Key Abilities: Intelligence, Wisdom, Dexterity
Armor Proficiencies.: Cloth
Weapon Proficiencies: Dagger, quarterstaff
Implements: Orbs, staffs, wands
Bonus to Defense: +2 Will
Hit Points at lst Level: 10 + Constituiton score
Hit Points gained per Level: 4
Healing Surges per day: 6 + Constituiton score
Trained Skills: Arcana. From the class skills list below, choose three more trained skills at 1st level.
Class Skills: Arcana (Int), Diplomacy (Cha), Dungeoneering (Wis), History (Int), Insight (Int), Nature (Int), Religion (Int)
Class Features: Spell Sphere, Master Spell Assault, Ritual Casting, Cantrips
Creating an Elemancer
Intelligence and Wisdom are the most important ability scores for an elemancer. Dexterity is a good second or third choice.
You gain spells as offered by your chosen Spell Sphere at each experience level. Sometimes you will be able to select a spell
(all utility spells) but all other times you must take what is listed.
Elemancer Class Features-----------------------
Elemancers have the following class features.
Spell Sphere
As an elemancer, you gain power from timeless sources of the Elemental Chaos that you have labored to harness and wield.
Choose the Hydromancer, Necromancer, Neuromancer, or Pyromancer sphere. The choice you make grants you two specific
class features.
Hydromancer
Hydromancers numb their enemies with bone-chilling cold or sometimes with strikes of crashing thunder.
Spheric Lore
You know watery creatures and icy creatures so well you have a +3 Power Bonus to any Lore check made concerning them.
Opposing Element
Creatures of a fiery nature are at a disadvantage against your sphere, based on their level of resistance to fire. Anytime you damage them with a power that has Cold as a keyword, you add target's current Fire Resistance as bonus damage.
Necromancer
Necromancers despoil the bodies and minds of their foes using villianous necrotic magics and deadly poisons.
Spheric Lore
You know undead creatures so well you have a +3 Power Bonus to any Lore check made concerning them.
Shadow of Undeath
Creatures of Good alignment are at a disadvantage against your sphere, based on their (xp) Level. Anytime you damage them with a power that has Necrotic as a keyword, you add half the target's (xp) Level as bonus damage.
Neuromancer
Neuromancers shatter the minds of their foes with piercing psychic or force attacks and befuddling illusions.
Spheric Lore
You know psionic creatures so well you have a +3 Power Bonus to any Lore check made concerning them.
Mind Melter
Creatures of reasonable intelleigence (8+) are at a disadvantage against your sphere, based on their Intelligence score. Anytime you damage them with a power that has Psychic as a keyword, you add half the target's Intelligence score as bonus damage.
Pyromancer
Pyromancers incinerate their foes by all manner of devouring flame and sometimes by acid or frost.
Spheric Lore
You know fiery creatures so well you have a +3 Power Bonus to any Lore check made concerning them.
Vulnerable Nature
Creatures of a plant nature are at a disadvantage against your sphere, based on their (xp) Level. Anytime you damage them with a power that has Fire as a keyword, you add half the target's (xp) Level as bonus damage.
Master Spell Assault
Encounter: When making an attack that includes the keyword Cold (hydromancer), Necrotic (necromancer), Psychic (Neuromancer), or Fire (pyromancer), you may make that attack with a +5 Power Bonus to the attack roll. Also, if said attack would normally provoke an Opportunity Attack, it does not.
Ritual Casting
You gain the Ritual Caster feat.
Ritual Book: Your book contains two 1st-level rituals of your choice that you have mastered. At 5th level, and again at
11th, 15th, 21st, and 25th level, you master two more rituals of your choice and add them to your ritual book.
Any ritual you add must be your level or lower.
Cantrips
As wizard class.
Elemancer Powers
Your arcane powers are called spells, and in the minds of most people in the world, they define what magic is.
Level 1 At-Will Spells
---------------------------
Hydromancer spells: Magic Missile, Ray of Frost
Necromancer spells: Magic Missile, Cloud of Daggers
Neuromancer spells: Magic Missile, Thunderwave
Pyromancer spells: Magic Missile, Scorching Burst
Level 1 Encounter Spells
------------------------------
Hydromancer spells: Chill Strike (or) Icy Terrain
Necromancer spells: Ray of Enfeeblement
Neuromancer spells: Force Orb
Pyromancer spells: Burning Hands
Level 1 Daily Spells
------------------------
Hydromancer spells: Freezing Cloud
Necromancer spells: Acid Arrow
Neuromancer spells: Sleep
Pyromancer spells: Flaming Sphere
Level 2 Utility Spells
----------------------------
Any 1
Level 3 Encounter Spells
------------------------------
Hydromancer spells: Icy Rays
Necromancer spells: Color Spray
Neuromancer spells: Shock Sphere
Pyromancer spells: Fire Shroud
Level 5 Daily Spells
------------------------
Hydromancer spells: Bigby's Icy Grasp
Necromancer spells: Stinking Cloud
Neuromancer spells: Web
Pyromancer spells: Fireball
Level 6 Utility Spells
----------------------------
Any 1
Level 7 Encounter Spells
------------------------------
Hydromancer spells: Winter's Wrath (or) Lightning Bolt
Necromancer spells: Spectral Ram
Neuromancer spells: Spectral Ram
Pyromancer spells: Fire Burst
Level 9 Daily Spells
------------------------
Hydromancer spells: Ice Storm
Necromancer spells: Lightning Serpent
Neuromancer spells: Mordenkainen's Sword
Pyromancer spells: Wall of Fire
Level 10 Utility Spells
---------------------------
Any 1
Level 13 Encounter Spells
-------------------------------
Hydromancer spells: Frostburn (or) Thunderlance
Necromancer spells: Prismatic Burst (or) Mesmeric Hold
Neuromancer spells: Mesmeric Hold
Pyromancer spells: Frostburn
Level 15 Daily Spells
--------------------------
Hydromancer spells: Blast of Cold (or) Wall of Ice
Necromancer spells: Prismatic Beams (or) Bigby's Grasping Hands
Neuromancer spells: Bigby's Grasping Hands (or) Otiluke's Resilient Sphere
Pyromancer spells: Prismatic Beams (or) Otiluke's Resilient Sphere
Level 17 Encounter Spells
-------------------------------
Hydromancer spells: Ice Tomb
Necromancer spells: Crushing Titan's Fist
Neuromancer spells: Force Volley
Pyromancer spells: Combust
PARAGON PATHS
Tempest (Hydromancer)
A Tempest can call forth the piercing winds of icy winter and summon the mighty storm, loosing water and lightning.
Dreadskull (Necromancer)
The feared Dreadskull knows even divine magic, which it twists to complement it's own poisonous and evil assaults.
Dominus (Neuromancer)
A Dominus does as it's namesake, dominating others in both will and in physical form using deadly mental attacks.
Flamelord (Pyromancer)
The Flamelord can unleash a conflagration the likes of which few have ever seen, and even fewer may live to tell of.
Again, ideas (especially on the mechanics of the 4 unique Spell Sphere powers) very much appreciated. Also, I have decided to do custom classes for anyone who would like. Just message me your class ideas and I'll see if I can whip up something. Cyas next post!